﻿////////////////////////////////////////////////////////////////////////////////////
//  CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/TV_CompressionFX" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Parasite ("_Parasite", Range(1.0, 10.0)) = 1.0
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Parasite;
			uniform float4 _ScreenResolution;
			
		       struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };
            
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }

	
	
float rng2(float2 seed)
{
    return frac(sin(dot(seed * floor(_TimeX * 12.), float2(127.1,311.7))) * 43758.5453123);
}

float rng(float seed)
{
    return rng2(float2(seed, 1.0));
}

float4 frag (v2f i) : COLOR
{
	float2 uv = i.texcoord.xy;
		 
	float2 blockS = floor(uv * float2(24., 19.))*4.0;
    float2 blockL = floor(uv * float2(38., 14.))*4.0;
    
    float r = rng2(uv);
    
    float lineNoise = pow(rng2(blockS), 3.0) *_Parasite* pow(rng2(blockL), 3.0);
    
    float4 col1 = tex2D(_MainTex, uv + float2(lineNoise * 0.02 * rng(2.0), 0));
    
    float4 result;
	result = float4(float3(col1.x, col1.y, col1.z), 1.0);
  	
	return result;
	
			
	}
			
			ENDCG
		}
		
	}
}